[Guide/Formula] Critical hit rate, cont. attack chance, wars

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Omnigamer
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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby Omnigamer » Sun Feb 07, 2016 8:19 pm

Huh. This was somewhat unexpected. I finally found a good condition to watch for run success.

For every location, enemy group, and level setup I tested, you have a 10% chance of failing an escape. This was determined empirically, with 8192 samples each time.

Things I tried:
-Testing against enemies in various dungeons and world map locations
-Testing different types of encounters
-Testing both first and second turns of battle
-Testing with Riou only and level forced to 1
-Tested with various different "natural" party setups for different locations

Every time, it came out to be approximately 10% failed escapes. This is somewhat odd, but consistent with prior testing I've done. The odd part of this is that there is code that is meant to scale the escape chance with the level of the party. It just sets the same value regardless of how imbalanced your levels are. Specifically, there are branches for:

-You are more than 2x enemy party level
-You are more than 1.5x enemy party level
-You are more than 1x enemy party level
-You are less than enemy party level

But again, these don't seem to actually get used. This leads me to believe that it was intended to be a feature, but was scrapped partway through and just changed to a fixed escape rate.

The only thing left on this front is to look into Let Go conditions for dungeons. I believe I understand the conditions for World Map, but dungeons seem to behave a bit differently.

Omnigamer
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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby Omnigamer » Sun Feb 14, 2016 2:07 am

I can confirm the formula for Let Go now. I thought it was different between World Map and dungeons, but it turns out that it is universal. It also matches up with what I previously thought to be the formula, just with a new tweak.

To get Let Go to appear, you must:

-Have a party level higher than the enemy's party level.
-Have at least one character be at least 6 levels higher than the highest-leveled enemy.

What was wrong/missing from my previous formula was that 6. I thought you only had to be one level higher, but I tested with a bit more rigor this time and it seems the magic difference is in fact 6.

The last thing I think I will investigate is in regard to encounter types. I will probably test via brute force once I find some good addresses, but I just want to see what the rate of different encounters are for some areas. If they are all equally likely, great. If not, knowing which ones are more likely than others can go a long way.

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Pyriel
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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby Pyriel » Sun Feb 14, 2016 12:17 pm

Offhand, I don't recall any specific likelihood being assigned to different encounters. I believe it's just the base chance of an encounter followed by picking one at random. However, they do have a tendency to reference the same enemy party multiple times in the array of available encounters. All encounters are definitely not equally likely, but, except in cases where they put one party in 10 times to every other party's 1, it'll take an awful lot of testing in every area to sort out the probabilities.

In a theoretical zone where the list of encounters all point to unique parties, all chances should be even, though.

Edit: I could have sworn I already investigated "Let Go" in the code. Turns out it was over at GameFAQs.

http://www.gamefaqs.com/boards/198844-s ... /807580276

Omnigamer
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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby Omnigamer » Sun Feb 14, 2016 12:40 pm

Right, I'm expecting they just load up multiple instances of the same encounter in the table to make them show up more often. I don't intend to make an exhaustive list, but the subset I want to know are things relating to how common certain encounters pop up for the purpose of speedrun routing and whether the rates are universal for a dungeon or change by room you are in.

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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby Omnigamer » Wed Apr 20, 2016 12:24 pm

I tested some other things on a whim last Saturday to fill in the remaining gaps for War Battle calculations.

Archer vs Melee at Melee range: Hit rate follows standard formula, gaining +4 roll modifier
Archer vs anything from distance: Standard hit formula
Mage vs Melee at Melee range: Hit rate is reduced to 5% (!) for the mage, also the melee attacker has a +8 (!) roll modifier

In short, never attack anything at melee range with your mages. It's a bad time.

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wataru14
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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby wataru14 » Thu Apr 21, 2016 9:45 pm

So Archers are better at fighting Infantry hand-to-hand? That's odd.

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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby Omnigamer » Mon Apr 25, 2016 8:36 am

+4 is the standard roll bonus. It's better interpreted as an equal chance to hit whether ranged or melee, however they have an additional penalty on their defense when attacking at melee range. This isn't true for mages, who are hampered heavily in offense and defense if they engage at melee range.

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wataru14
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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby wataru14 » Mon Apr 25, 2016 5:09 pm

So the melee unit gets +4 from the normal hit formula and then an additional +4 for fighting an archer in melee?

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Re: [Guide/Formula] Critical hit rate, cont. attack chance, wars

Postby Omnigamer » Tue Apr 26, 2016 8:44 am

No.

Melee (A) vs Melee (D): A gets +4 to attack, D also gets +4 to attack
Melee (A) vs Archer (D) at melee range: A gets +6 to attack, D gets +4 to attack
Melee (A) vs Mage (D) at melee range: A gets +8 to attack, D gets -6 (or less) to attack
Archer (A) vs Mage (D) at distance: A gets +4 to attack, D gets +4 to attack
Archer (A) vs Mage (D) at melee range: A gets +8 to attack, D gets -6 to attack

Defense values are kept static. This changes in situations where Melee (skill) comes into play, which doubles the bonus. Summary is that archers do not have a reduced attack when fighting at melee range, however other units are more effective against them. Mage attacks are gimped heavily at melee range, and any melee units fighting them gain a large bonus.


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